Flight
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Able To Leap Tall
Buildings In A Single Bound!
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This
is it folks - the quintessential superhero ability. What kid hasn't at
one time or another dreamed of soaring into the air like Superman or
Green Lantern? What a rush it would be to experience the exhilirating
freedom and the majesty of looking out
over your city from above like a benevolent deity watching over its
subjects, or a bird of prey scouting out for its next meal.
In
DCUO, this powerset has the slowest base forward movement speed of the
three
available sets but more than makes up for this with the combination of
total and utter z-axis freedom, as well as forgoing the 'sticky feet'
syndrome that tends to plague both Super Speed and Acrobatics. But it's
not all sunshine and roses, as you have a great deal of momentum while
in the air and fine-tuning your movements can be tricky. I highly
recommend running a few of the race courses laid out around Gotham and
Metropolis, to get a feel for the unique handling of Flight in this
game.
The
Sonic Boom ability is definitely a must-have in this set, since it
brings this power's travel speed up a respectably "super" level. The
remainder of the powerset however, combines aerial acrobatics with a
certain amount of
control over the air itself, resulting in a strange combination of
hands-on and hands-off abilities. It's probably going to be up to your
individual playstyle to pick and choose which style works best for you.
In
the realm of the up-close-and-personal, we have abilities like a pair
of aerial dives that will quickly close the distance with your enemies
while knocking them helpless for a few seconds, much the way that
Superman crashed into Lex Luthor in the famous DCUO trailer we've all
come to adore. Fliers can also manipulate air pressure to cause a
vortex that will draw distant enemies into fisticuffs range, as well as
an opposite effect that will send all nearby enemies flying away from
you. And if you prefer a hands-off approach, there are also abilities
that will lift and throw enemies, or simply render them unable to act
for a short amount of time by knocking the wind out of them.
And
that really seems to be the overall focus of the combat moves for
Fliers - push, pull, and knockback. The point seems to be rendering the
enemy helpless while he reels from the forces of your wind-based
onslaught.
The escape abilities of this set, which rely on the
aforementioned supercharge mechanics, appear to be extremely
devastating. While one knocks all of your surrounding opponents to the
ground and deals air pressure damage, the other will knock them all
back while shooting you into the air to either escape or prepare for
another nosedive assault. Either way, it's sure to keep the enemy off
his feet. But if you can fly, that's just the natural state of things.
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But
what about tunneling or ice-surfing? Where's my invisible jet?! Got a
powerset you'd love to see in DCUO, or a question about an existing
travel power? Join the conversation below!
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